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[godot] Minor clean-up of example scenes.
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The spine-godot runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Godot](https://godotengine.org/). spine-godot is based on [spine-cpp](../spine-cpp).
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# See the [spine-godot documentation](http://esotericsoftware.com/spine-godot]) for in-depth information.
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## Licensing
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You are welcome to evaluate the Spine Runtimes and the examples we provide in this repository free of charge.
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@ -1843,7 +1843,7 @@ tracks/3/keys = {
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"values": [ 0.5 ]
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}
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[node name="Node2D2" type="Node2D"]
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[node name="Node2D" type="Node2D"]
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script = ExtResource( 2 )
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[node name="Spineboy" type="SpineSprite" parent="."]
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extends Node2D
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onready var spineboy = $SpineSprite
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onready var center_bone = $SpineSprite/HoverboardCenterBone
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onready var center_ray = $SpineSprite/HoverboardCenterBone/RayCast2D
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onready var target_bone = $SpineSprite/HoverboardTargetBone
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onready var target_ray = $SpineSprite/HoverboardTargetBone/RayCast2D
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func _ready():
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spineboy.get_animation_state().set_animation("hoverboard", true, 0)
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func _process(delta):
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if target_ray.is_colliding():
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target_bone.global_position.y = target_ray.get_collision_point().y - 50
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if center_ray.is_colliding():
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center_bone.global_position.y = center_ray.get_collision_point().y - 50
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spineboy.global_position.x += delta * 150;
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spineboy.global_position.y = center_bone.global_position.y
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@ -1,50 +0,0 @@
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://examples/11-bone-node/bone-node.gd" type="Script" id=1]
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[ext_resource path="res://assets/spineboy/spineboy-data-res.tres" type="SpineSkeletonDataResource" id=2]
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[node name="Node2D" type="Node2D"]
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script = ExtResource( 1 )
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[node name="SpineSprite" type="SpineSprite" parent="."]
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position = Vector2( 8, 553 )
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scale = Vector2( 0.278096, 0.278096 )
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skeleton_data_res = ExtResource( 2 )
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preview_animation = "hoverboard"
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preview_frame = true
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preview_time = 0.0
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[node name="HoverboardCenterBone" type="SpineBoneNode" parent="SpineSprite"]
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show_behind_parent = true
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bone_name = "hoverboard-controller"
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bone_mode = 1
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[node name="RayCast2D" type="RayCast2D" parent="SpineSprite/HoverboardCenterBone"]
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enabled = true
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cast_to = Vector2( 0, 1000 )
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[node name="HoverboardTargetBone" type="SpineBoneNode" parent="SpineSprite"]
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show_behind_parent = true
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position = Vector2( 262.499, 0 )
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rotation = -0.000872665
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bone_name = "board-ik"
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bone_mode = 1
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[node name="RayCast2D" type="RayCast2D" parent="SpineSprite/HoverboardTargetBone"]
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enabled = true
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cast_to = Vector2( 0, 1000 )
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[node name="HipBone" type="SpineBoneNode" parent="SpineSprite"]
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show_behind_parent = true
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position = Vector2( 0, -169.006 )
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rotation = -0.000872665
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bone_name = "hip"
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bone_mode = 1
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[node name="Polygon2D" type="Polygon2D" parent="."]
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polygon = PoolVector2Array( 0, 596, 309, 471, 516, 515, 762, 447, 984, 504, 1023, 505, 1024, 596 )
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[node name="StaticBody2D" type="StaticBody2D" parent="Polygon2D"]
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Polygon2D/StaticBody2D"]
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polygon = PoolVector2Array( 3, 592, 304, 469, 516, 514, 762, 443, 984, 499, 1252, 498, 1280, 596 )
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